Update SIngleton definitions for easier use in Inspector
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4289fae167
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3 changed files with 99 additions and 46 deletions
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@ -6,13 +6,26 @@ using UnityEditor;
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//Define the system managing the clients. (Singleton)
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public sealed class ClientManager : MonoBehaviour
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{
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//Singleton
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private static ClientManager _instance=null;
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public static ClientManager Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing ClientManager instance");
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return _instance;
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}
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}
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[HideInInspector]
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public bool ready = false; //Wether the ClientManager is initialized
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public int nbMaxClients = 3;
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[SerializeField]
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int nbMaxClients = 1; //Maximum active clients
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[SerializeField]
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float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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[SerializeField]
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float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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bool clientSpawnReady = false;
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public float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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public float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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@ -100,6 +113,12 @@ public sealed class ClientManager : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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//Singleton
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if (_instance != null && _instance != this)
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Destroy(this.gameObject);
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else
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_instance = this;
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if(!ready)
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{
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ClientContainer = GameObject.Find("/GameSystem/ClientManager");
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@ -174,21 +193,21 @@ public sealed class ClientManager : MonoBehaviour
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}
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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private ClientManager()
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{
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}
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// private ClientManager()
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// {
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// }
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public static ClientManager Instance { get { return Nested.instance; } }
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// public static ClientManager Instance { get { return Nested.instance; } }
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private class Nested
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{
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// Explicit static constructor to tell C# compiler
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// not to mark type as beforefieldinit
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static Nested()
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{
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}
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// private class Nested
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// {
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// // Explicit static constructor to tell C# compiler
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// // not to mark type as beforefieldinit
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// static Nested()
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// {
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// }
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internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
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}
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// internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
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// }
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////
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}
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@ -5,15 +5,27 @@ using UnityEngine;
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//Define the global game system of the service. (Singleton)
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public sealed class GameSystem : MonoBehaviour
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{
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//Singleton
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private static GameSystem _instance=null;
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public static GameSystem Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing GameSystem instance");
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return _instance;
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}
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}
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[HideInInspector]
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public bool ready = false; //Wether the GameSystems are initialized
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//Time
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bool serviceOpen = false;
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public float serviceTime = 30.0f;
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[SerializeField]
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float serviceTime = 30.0f;
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float serviceTimer = 0.0f;
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UITimer UIServiceTimer;
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public float slowScale = 0.5f; //Default scale for slow mode
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[SerializeField]
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float slowScale = 0.5f; //Default scale for slow mode
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private float fixedDeltaTime;
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//TODO : Effect on gold change
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@ -67,6 +79,12 @@ public sealed class GameSystem : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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//Singleton
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if (_instance != null && _instance != this)
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Destroy(this.gameObject);
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else
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_instance = this;
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if(!ready)
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{
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// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
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@ -129,21 +147,21 @@ public sealed class GameSystem : MonoBehaviour
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//public static GameSystem instance { get; private set; } //Give public access to the instance. But only set from this class
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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private GameSystem()
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{
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}
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// private GameSystem()
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// {
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// }
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public static GameSystem Instance { get { return Nested.instance; } }
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// public static GameSystem Instance { get { return Nested.instance; } }
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private class Nested
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{
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// Explicit static constructor to tell C# compiler
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// not to mark type as beforefieldinit
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static Nested()
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{
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}
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// private class Nested
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// {
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// // Explicit static constructor to tell C# compiler
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// // not to mark type as beforefieldinit
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// static Nested()
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// {
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// }
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internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
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}
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// internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
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// }
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////
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}
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@ -4,8 +4,18 @@ using UnityEngine;
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//Define the system managing the stock of goods. (Singleton)
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//TODO : Update check stock of registered workshops
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public class StockManager : MonoBehaviour
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public sealed class StockManager : MonoBehaviour
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{
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//Singleton
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private static StockManager _instance=null;
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public static StockManager Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing StockManager instance");
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return _instance;
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}
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}
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[HideInInspector]
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public bool ready = false; //Wether the StockManager is initialized
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@ -51,7 +61,7 @@ public class StockManager : MonoBehaviour
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//Remove workshop
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workshop_register.Remove(workshop);
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Debug.Log(workshop.gameObject.name+" unregistered by StockManager");
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// Debug.Log(workshop.gameObject.name+" unregistered by StockManager");
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}
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}
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@ -74,6 +84,12 @@ public class StockManager : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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//Singleton
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if (_instance != null && _instance != this)
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Destroy(this.gameObject);
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else
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_instance = this;
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if(!ready)
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{
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//Initialize global stock
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@ -94,21 +110,21 @@ public class StockManager : MonoBehaviour
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}
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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private StockManager()
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{
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}
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// private StockManager()
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// {
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// }
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public static StockManager Instance { get { return Nested.instance; } }
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// public static StockManager Instance { get { return Nested.instance; } }
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private class Nested
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{
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// Explicit static constructor to tell C# compiler
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// not to mark type as beforefieldinit
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static Nested()
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{
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}
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// private class Nested
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// {
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// // Explicit static constructor to tell C# compiler
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// // not to mark type as beforefieldinit
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// static Nested()
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// {
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// }
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internal static readonly StockManager instance = new GameObject("StockManager").AddComponent<StockManager>();
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}
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// internal static readonly StockManager instance = new GameObject("StockManager").AddComponent<StockManager>();
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// }
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////
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}
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